u3shaders is a pack of shaders for S.T.A.L.K.E.R. Shadow of Chernobyl.

It is based mainly on Call of Pripyat shaders, heavily modified to properly work in SoC.

They can contain some portions of F32 pack or some others, however it is rare. If you claim an authorship of some portion of the code, please send me a note so I can mention you by your name and thank you.

Authors of the code are: GSC Studio and utak3r.

Please note for proper results you should turn on a bloom effect. Don't be scared, it's a modified bloom, and is working properly.

Always up-to-date git repository (which is a recommended source for a download) can be found here.

I have opened a public git repository for everyone interested in getting the latest, not yet released version of u3shaders.
It is always up-to-date, and giving the fact I'm still working on these shaders, and the last release was well over 2 years ago, this is a good place for you to get them. It is also an easy way for you to get involved.
The repository can be found here.

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Thank you for your excellent work on this mod. I am presently using v2.2 RC3 and it is working splendidly - cheers! I do have a question for you, however: is it possible to override the automatic reduction in shadow map quality caused by increasing the r2_sun_near variable? At present, if this variable is increased from its default value of 12 to, say, 45, then the nearby shadows look terrible, even with the -smap4096 switch enabled. It would be nice if the game did not automatically butcher shadow quality when its draw distance is increased, and I am wondering if this can be done by tweaking the shaders.

I had this problem many times over last few years, when working on these shaders. The problem is the models in SoC are of really bad quality (they got much better later in CoP). I already had to lower down the overall quality, because of the shadows looking weird - and this is because of the really bad models.

Now, I've made a small test in the vagon in Cordon, using u3shaders, Grom's shaders and vanilla SoC shaders:

Meltac's dynamic shaders still have the problem but it's comparatively much less noticeable than your set of shaders. You should look at his to see if there's something you could use from it, like a value or something I don't know.

As I said, this would destroy the whole idea of my shaders pack... why creating another the same shaders? My version works in some different way in some areas. Yes, this makes *some* things looking worse in SoC's world, but others look better :) I'll see if I can do anything without degrading the whole pack, but I can't promise anything.
Besides, my work with SoC is almost over... I'm finishing my old mod (utAMK) and I'm moving definitely to CoP. CoP is *much* better in terms of mechanics and technicals. Also, modding is much easier, as many things are already implemented there.

I didn't say take Meltac's and use his with yours, I just said to merely look into his and see how he did SSAO to see if you can correct this as much as possible, because I've noticed the best results with this glitch from Meltac's. You can still notice black bars and **** of that like on flat surfaces but it's only when the sun hits it at odd angles, whereas I could notice the bars on miscellaneous flat surfaces, like the metal barricades and metal gates before the entrance to the Wild Territory with your shaders. All I'm saying is there has to be something that could correct this as much as possible.